I thought it would be cool to have a placeable group (prefab) spawn depending on player class - just to add some spice to the players predetermined sleeping quarters.
I know I can make a chest with goodies in it depending on class - but that has been done and I think this idea would go a long way in generating some originality for a pc that has a module specific identity (not class - just history)
thanks:D
Is it possible to spawn a prefab?
Débuté par
Morbane
, juil. 18 2011 09:42
#1
Posté 18 juillet 2011 - 09:42
#2
Posté 18 juillet 2011 - 09:51
I tried to make a blueprint and the group went into placeables but only as a single object from the group - in this case it was a desk - with stuff on it - but only the desk became the new blueprint.
...still trying...
edit: well all the items went into blueprints but separately/
...still trying...
edit: well all the items went into blueprints but separately/
Modifié par Morbane, 18 juillet 2011 - 09:52 .
#3
Posté 19 juillet 2011 - 02:35
What if you make different sleeping quarters, and make accessability determined by class?
#4
Guest_Chaos Wielder_*
Posté 19 juillet 2011 - 02:51
Guest_Chaos Wielder_*
Couldn't you just spawn in several placeables at once? It doesn't necessarily have to be a prefab, but it would be functionally equivalent.
#5
Posté 19 juillet 2011 - 03:48
When I wanted to be able to light a candelabra via a script, I took the prefab lit version and worked out the X,Y,Z offsets of each candle flame effect relative to the candelabra origin. That way I could spawn them all in the right places when it was lit. Although the candelabra always had to have the same rotational angle as the prefab, or the flames didn't line up with the candles (not unless I wanted to factor rotation into the offset coordinates - which I really didn't feel like tackling).
I could see how it would be possible to script X,Y.Z offsets, placeable ResRefs, and rotational angles, to be able to spawn different objects on a table according to class. You could use the tables own origin point for the offsets, so the script would work on any table located anywhere. Since the origin points of most placeables are at their bases, you probably wouldn't even need the Z value for each coordinate - just a single Z value for each specific table type (so you could vary table types as well).
You could even randomise the rotation angles for table placeables, so that every configuration was unique for each game.
For stand-alone objects (armour or weapon racks, book cases, beds, etc), you could have separate waypoints/Ipoints with appropriate tags. You might have tags like PLC_TABLE, PLC_BED, PLC_MISC, etc, which the script grabs and uses as origin points. A fighter might have a simple bed, a table with food and drink, and a weapon rack. A magic-user might have a fancier bed, a table with books and alchemy equipment, and a book case.
If you really wanted to go nuts, you could have a PLC_WALLHANGING location (a shield and crossed swords for a fighter, an animal head for a ranger, a banner for a cleric, etc), or a PLC_RUG location to vary the carpet.
I could see how it would be possible to script X,Y.Z offsets, placeable ResRefs, and rotational angles, to be able to spawn different objects on a table according to class. You could use the tables own origin point for the offsets, so the script would work on any table located anywhere. Since the origin points of most placeables are at their bases, you probably wouldn't even need the Z value for each coordinate - just a single Z value for each specific table type (so you could vary table types as well).
You could even randomise the rotation angles for table placeables, so that every configuration was unique for each game.
For stand-alone objects (armour or weapon racks, book cases, beds, etc), you could have separate waypoints/Ipoints with appropriate tags. You might have tags like PLC_TABLE, PLC_BED, PLC_MISC, etc, which the script grabs and uses as origin points. A fighter might have a simple bed, a table with food and drink, and a weapon rack. A magic-user might have a fancier bed, a table with books and alchemy equipment, and a book case.
If you really wanted to go nuts, you could have a PLC_WALLHANGING location (a shield and crossed swords for a fighter, an animal head for a ranger, a banner for a cleric, etc), or a PLC_RUG location to vary the carpet.
Modifié par DannJ, 19 juillet 2011 - 04:11 .
#6
Posté 19 juillet 2011 - 07:32
i guess because it is so generic that one of the workbenches could serve as a wizard prop but i just overlooked it. in that vein, a weapon rack or wardrobe or a banner could be spawned individually and fill the gaps for class specifics - or like bealzebub said just make a whole different room for the pc to spawn in - like the total opposite of what i was trying to do but functionally effective for a class specific prop setting - i think that way a few rooms could be a general case for the overarching nature of all the classes - fighter/paladin/some prc or wizard/sorcer/red wiz etc...
#7
Posté 19 juillet 2011 - 10:43
This is what the OC does for rebuilding the buildings in Crossroads Keep. The doors to the buildings will transition to different areas depending on which you elected to rebuild.bealzebub wrote...
What if you make different sleeping quarters, and make accessability determined by class?
#8
Posté 19 juillet 2011 - 11:39
kamal_ wrote...
This is what the OC does for rebuilding the buildings in Crossroads Keep. The doors to the buildings will transition to different areas depending on which you elected to rebuild.bealzebub wrote...
What if you make different sleeping quarters, and make accessability determined by class?
There are also piles of crates blocking doors that get destroyed to allow further access as you rebuild the keep.
#9
Posté 19 juillet 2011 - 11:41
I have decided to make the separate areas - in my case I just made alternate rooms on the same area that are scripted to allow entry by if(GetclassByPosition(1, oPC) == class_TYPE_***)





Retour en haut







